D&d 4 e player's handbook 3

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The third handbook for Players - Game Dungeons and dragons

Transcript of D&d 4 e player's handbook 3

  • PLAYER'S HANDBOOK@3

    ROLEPLAYING GAME CORE RULES Mike Mearls Bruce R. Cordell Robert J. Schwalb

  • CR.t:D1TS

    Design Mike Mearls (lead), Bruce R. Cordell , RobertJ. Schwalb

    Additional Design Rob Heinsoo, James Wyatt

    Development Stephen Schubert (lead), Jeremy Crawford,

    Peter Schaefer, Rodney Thompson

    Additional Development Andy Collins, Stephen Radney-MacFarland

    Editing Jeremy Crawford (lead),

    Michele Carter, Cal Moore

    Additional Editing Torah Cottrill, Miranda Horner

    Managing Editing Kim Mohan

    Director of D&D R&D and Book Publishing Bill Siavicsek

    D&D Creative Manager Christopher Perkins

    D&D Design Manager James Wyatt

    D&D Development and Editing Manager Andy Collins

    D&D Senior Art Director Jon Schindehette

    Art Director Kate Irwin

    Cover Illustration Michael Komarek

    Graphic Designer leon Cortez, Keven Smith, Emi Tanji

    Interior Illustrations Ralph Beisner, Eric Belisle, Kerem 'Beyit, Wayne England,Jason A. Engle, Carl Frank, Randy Gallegos, Adam Gillespie, Ralph Horsley, Roberto Marchesi, Jake Masbruch, Jim Nelson, William O'Connor, Hector Ortiz, Shane Nitzsche, Wayne Reynolds, Chris Seaman, John Stanko, Matias Tapia, Beth Trott, Francis Tsai, Eva Widermann, Sam Wood, Ben Wootten, Kieran Vanner

    D&D Brand Team liz Schuh,Jesse Decker, Kierin Chase, laura Tommervik, Shelly Mazzanoble, Martin Durham

    Publishing Production Specialist Christopher Tardiff

    Prepress Manager Jefferson Dunlap

    Imaging Technician Travis Adams, Ashley Brock

    Production Manager Cynda Callaway

    Game rules based on the original DUNGEONS & DRAGONS'" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zebu Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition).

    610-15124000-001 EN U,S" CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 98765431 1 & lATIN AMERICA Hasbro UK Ltd industriaiaan 1

    First Printing: Wizards of the CoaS[ UC Caswe ll Way 1701 Groot:Bijgaarden P,O, Box 707 Newpor!, Gwent NP9 OYH BelgiumMarch 1010 Renton WA 98057-0707 GREAT BRITAIN +31,070,1)3,277

    ISBN: 978-0-7869 -5390 -5 +1-800-314-6496 Ple

  • lNTRODUCTlON .. . . .. .... . .. .. . . . 4

    The Psionic Power Source ... . . . . . . . 4

    I: CHARACTER RACES . ... ....... 6

    Githzerai. . . . . . . ......... . , . .. . .. . . 8

    Minotaur. .. ....... ... .... ....... . 10

    Shardmind . . . ..... .. .. . ....... . . . 12

    Wilden .. ................ . .. . . . .. 14

    Racial Paragon Paths . ........ . . . . . 16

    Blooded Champion .. ..... ... ... 16

    Nature's Avatar . .. .. .. . . . . .. .... 17

    Rrathmal ..... . ..... . . . . .. . . ... . 18

    Shard Disciple .......... . .... . .. 19

    2: CHARACTER CLASSES ....... 20

    Ardent. . . . . . ..... ..... . . . . .. .... . 22

    Ardent Class Features ...... . ... . 23

    Creating an Ardent. . .... . .. . .... 23

    Ardent Powers . . ..... ...... ..... 24

    Ardent Paragon Paths . . . . .. . ... . 38

    Argent Soul .. .. . . ..... ....... . 38

    Psionic Binder. . . . . ............ 39

    Stygian Adept .... .. . . . . .. ... .. 40

    Talaric Strategist. . ...... ... . .. . 41

    Battlemind .. ...... . ........ ... .. . 42

    Battlemind Class Features . . ..... 43

    Creating a Battlemind . .... ... ... 43

    Battlemind Powers ... . . . .. . . .. . . 44

    Battlemind Paragon Paths .... .. . 58

    Eternal Blade .. . . . .. . ... ... .. . . 58

    Iron Guardian ...... . . . .. ... .. . 59

    Steel Ego . . ...... ....... .... . .. 60

    Zephyr Blade .. . . . ... . ... ...... 61

    Monk . . ...... . . ... .. .... .. . .. . ... 63

    Monk Class Features .... .. .. .. . .. 63

    Implements . ... . . . .. . ......... . 63

    Creating a Monk . . ... .. . ..... . . . 64

    Monk Powers .... . ... . . . . . ... . .. 64

    Monks and Weapons ...... ..... 64

    Full Discipline . .. . ....... .. .... 64

    Monk Paragon Paths . .. . . .. ...... 76

    Ghostwalker .. ...... . ... . . .... 76

    Initiate of the Dragon .. . . . .. . .. 77

    Mountain Devotee . . ........... 78

    Radiant Fist ... . ... ... . . ... . .. . 79

    Psion . .. . .. . .... .. . . . .... .. ... .. . 80

    Psion Class Features ....... . . . . . . 81

    Implements .. . ... . . . . .. .. ...... 81

    Creating a Psion .... .. . .. ....... 82

    Psion Powers .. ..... . . ... . ... . . . 82

    Psion Paragon Paths ... ...... .... 94

    Cerulean Adept. . .. . ...... ..... 94

    Dreamwalker. .. . . . .. . . ... . .. .. 95

    Time Bender . . .... ...... .. . . .. 96

    Uncarnate . . . . .. .. . ...... ... .. . 97

    Runepriest . ........ . .... . .. . . . .. . 98

    Runepriest Class Features . .. . .. . . 99

    Creating a Runepriest . . . .. . . ... . 99

    Runepriest Powers . . . . . .... .... 100

    The Runic Keyword ..... . .. .. . 100

    Rune Magic . . . .. . . . ...... . . .. 100

    Runepriest Paragon Paths .... . . . 112

    Hammer of Vengeance . . . . . ... 112

    Light Bringer .. ........ .. . . . . . 11 3

    Master of the Forge .... .... .. . 114

    Rune Shield .. .. . ... .... ...... 115

    Seeker .. .. . ............. . . . . . . .. 116

    Seeker Class Features .... . .. . ... 11 7

    Creating a Seeker ..... . . ..... .. 117

    Seeker Powers ... . . . . . . . . . .. . . . 11 7

    Seeker Paragon Paths ... .. .. . .. . 130

    Crimson Hunter .......... . . . . 130

    Death Arrow . .. .. ............ 131

    Seven Fates Archer .. . . .. ...... 132

    Swift Strider. ....... .. .. . ... .. 133

    Hybrid Characters ...... . ...... .. 134

    Hybrids and Roles . . ... .. ..... .. 134

    Group Building . . . . .. . . .. .. . . .. 134

    Creating a Hybrid Character .. .. 135

    How Does It Work? ... .. . ... .. 135

    Special Rules . .. . . . . ..... . . .... 136

    Assigning Ability Scores ... ... . 136

    Psionic Augmentation

    and Hybrid Characters ..... .. . 1 37

    Hybrid vs. Multiclass . . ... . ... . 138

    Hybrid Artificer . ... .. . ... . . . ... 139

    Hybrid Ardent .... ...... . . .. ... 139

    Hybrid Avenger . . . . ... .. .. . .... 140

    Hybrid Barbarian ... . ... . . .. .... 141

    Hybrid Bard ............ . . . . . . . 141

    Hybrid Battlemind .. . .. ... .... .142

    Hybrid Cleric . .. . . .. . .. . . ... . . . 143

    Hybrid Druid .. .. . ............. 143

    Hybrid Fighter . .. .. .... .... . . . . 144

    Hybrid Invoker. ... . ..... .... ... 145

    Hybrid Monk .. . . . . ...... . . .... 145

    Hybrid Paladin ....... . . .. .. .... 146

    Hybrid Psion .. ...... ... . . . . . ... 147

    Hybrid Ranger ... . .......... .. . 147

    Hybrid Rogue . ... . . . . . . .. ... . .. 148

    Hybrid Runepriest .. .. .. . ... . .. . 149

    Hybrid Seeker ... ....... ... . . .. 150

    Hybrid Shaman ... ..... . . . ..... 150

    Hybrid Sorcerer .. . .. . . ... .. .... 151

    Hybrid Swordmage . .... . . . . ... . 152

    Hybrid Warden . .. ... . .... . . ... 152

    Hybrid Warlock . . .... .... . . .... 153

    Hybrid Warlord .... .. . . . . ...... 154

    Hybrid Wizard . . .. .... .. . . . . . . . 155

    Epic Destinies ... .. . ... .... . , ... . 156

    Diamond Soul . . ...... . . .. ..... 156

    Godmind . .. ... . .. .. . .. .. ...... 157

    Invincible Mind ..... ..... ...... l 58

    Master of

    the Eternal Hunt. .... . .. . . . . . . 159

    Rune Maker . .. .. . . .. ........ . . 160

    War Master. .... .. . ... . . . . ..... 161

    3: CHARACTER OPT10NS ..... 162

    Skill Powers ..... . . . . ...... ...... 164

    Gaining and Using

    a Skill Power ... ... ... . . . ... . . 164

    Acrobatics ... . ... . .... .... ... . . 164

    Arcana . . .... . . . . . . . .... . . . . . . . 165

    Athletics .......... . . . . .. ...... 165

    Bluff . .. . . .. . .......... . . . . . .. . 166

    Diplomacy . . . . . . . .... .. . .. .... 167

    Dungeoneering . . ... ... .. . . .... 168

    Endurance ......... . ... .... . . .. 168

    Heal . ..... . . . ............. . . .. 169

    History .. . ... . ... . ......... . ... 170

    Insight ... .... .. . ...... ..... . .. 170

    Intimidate . ... .. . ..... .. .. ... . . 172

    Nature . .. . ... . . ...... . . . . ..... 172

    Perception.. . .. . ... .. .......... 173

    Religion . .... ..... .. . . . . .. . . . .. 174

    Stealth . . . .. . . ....... . ..... ... . 1 75

    Streetwise . . . . . . . . . .. . ... .... . . 175

    Thievery........ .. . . . .... .. .... 176

    Feats .. . . . ..... .. , .. . ...... .. .. . 177

    Rune Feats . . .... ...... .. .. .. . . 177

    Heroic Tier Feats . .. . . .. . . . . ... . 177

    Paragon Tier Feats .. .. . ... .. . .. . 186

    Epic Tier Feats ...... . .. .... . . .. 190

    Multiclass Feats .. ... . . .... .. . .. 193

    Superior Implements.. . ...... .. . . 195

    Magic Items ..... .. . .. . . . . .. .. .. . 197

    Armor. ... ..... , ... : .... . . . .... 197

    Weapons .. . . .. . ...... ... ...... 200

    Ki Focuses . .. .. .. . :-:-. ..... ..... 203

    Orbs . .. .. . . ....... .. ... . . .. ... 206

    Staffs... .. .. ............ . . .... . 209

    Rings.. .. .. . ... . ... . ...... ... .. 213

    Consumables ... .. .... . .. .. . . .. 213

    APPENDlX:

    READlNG A POWER .......... .. 214

    The Power Format . .. . .. .... .. .. . 214

    Entries in a Power ... ..... . . . . . . . 214

    Keywords . .. .. .. . . . . .. .... .. .. .. 215

    GLOSSARY ...... .. .. . . . . . .. . .... 220

  • THIS VOLUME, the third Player's Handbook for the current edition of the DUNGEONS & DRAGONS@ game, offers a wealth of new character options, including new races and classes, a new way to combine classes, new skill powers, and a wide array of new feats . It introduces the psionic power source, used by four of the classes in these pages, along with a new approach to power acquisition and management that allows certain psionic characters unprecedented flexibility with their powers.

    Chapter 1 introduces four additional races. The githzerai and the minotaur from the Monster Manua/(>;) appear here in player-friendly form with some additional and revised abilities. Wilden are a newborn race of plantlike fey arisen to combat the threat of the Far Realm. Shardminds are crystalline living constructs imbued with psionic power.

    Six new classes make up most ofChapter 2. The users of the psionic power source are the psion, the battlemind, the monk, and the ardent. The seeker (a

    "The Far Realm is a disease, and we are its cure."

    Long ago, before the Dawn War between the gods and the primordials changed the face of the universe, a gateway lay hidden in the depths of the Astral Sea, a Living Gate that slept through the ages. A powerful being, said to be neither god nor primordial but kin to both, guarded the Living Gate so that none could open it or peer into the madness beyond.

    An often-forgotten legend describes how three gods came to the Living Gate. Pel or, who shined light into all shadows, first found the gate, though he later wished he had not. loun, whose mind hungered to understand all things, awoke the sleeping gate. And a third, nameless god, who feared no danger and doubted all authority, distracted the guardian so that all three gods could catch a glimpse through the Living Gate. The three gods left, changed by the knowledge they had gained and linked by a terrible secret, and swore never to seek the gate again or share what they had seen.

    primal controller) and the runepriest (a divine leader) round out the new classes. New rules for hybrid characters, who combine powers and features from two classes, also appear in Chapter 2 , along with six new epic destinies.

    Chapter 3 includes a variety of new options for characters ofevery class. First are skill powers, a new category of utility powers that characters of any class can gain to make better use of their skills. New feats provide additional opportunities for characters to specialize in certain types ofweapons, maneuvers, or powers. Finally, the chapter includes new equipment, notably superior implements.

    The book's appendix summarizes how to read a power and includes updated definitions of the keywords used in the book's powers. The best way to stay on top of updates to the game's rules is by visiting the Wizards of the Coast website.

    Player's Handbook 3 concludes with a glossary of game terms that are used in this book.

    Through many long ages the Living Gate rested peacefully. Even as the Dawn War sundered the fabric of the Astral Sea and its dominions , the gate's guardian kept it shut. As the war raged on, however, one of the three gods who had peered beyond the gate broke the shared vow they had all sworn, returned to the gate, and killed the guardian. Probably it was the nameless god, for it is hard to imagine Pelor or loun doing anything so foolish or malign. In any event, the Living Gate awoke from its eons of sleep . . . and opened.

    The alien creatures and defiling energy of the Far Realm erupted into reality, and its terrors emerged across the Astral Sea and spilled into the world. Many astral realms were consumed, forCing the gods to turn their attention away from the Dawn War and defend their homes. Finally, loun and Pelor shattered the Living Gate, sealing the passage to the Far Realm and protecting the fabric of reality, although at the cost of Pel or's verdant dominion .

  • It was at that time, sages in the world's oldest monasteries daim, that the gods' mortal servants first learned to harness psionic power, Monks dedicated to loun learned to harness the tiny fragments of psionic power set loose in the world as a result of the Far Realm incursion. Through rigorous discipline and self-control. monks trained themselves to access this rare and mysterious power.

    Some speculate that psionic magic is a force that originates in the Far Realm and came into the universe with the sundering of the Living Gate. Others, including most practitioners of psionic ways, believe that their power is the world's response to the intrusion of the Far Realm, similar to a mortal body's reaction to disease. Perhaps loun herselflearned the mysteries of the psionic way when she peered through the Living Gate, and foreseeing a future incursion ofFar Realm mons rosities into the world, she taught her mortal followers the use of psionics so that they might have a defense prepared.

    In more recent years, the presence of the Far Realm has had an increasing influence on the world. Perhaps Pelor and loun failed to completely seal the rift where the Living Gate once stood, and the passage of uncounted centuries has allowed the slow seepage of the Far Realm's defiling energy into the universe. Or perhaps another rift has opened, allowing aberrant monstrosities to stream into the world and spread their corruption. Whatever the cause, the heightened presence ofFar Realm energy has provoked a stronger response from the psionic forces of the world, making psionic magic more common, stronger, and easier to control.

    Monks continue to study their disciplined techniques ofharnessing psionic magic as though it were still a precious resource to be husbanded. Psions share a similar approach, using careful study and rigorous selfcontrol to measure and direct the powerful ( stream ofpsionic magic at their command. Ardents and battleminds, though, seem to acquire psionic powers at the whim of the universe, channeling their power with little effort and carrying it on the tides of their emotions.

    Psionic characters aren't necessarily driven by a knowledge of their purpose in the defense of the world or their place in loun's visions of the futme. Most of them begin their careers with the same sorts of motivations that drive other adventurers: a thirst for revenge, a desire to protect their villages, a hunger for gold or glory, or simple wanderlust. Depending on your DM's campaign, your psionic character might have a very different role to play in protecting the world-defending it, perhaps, against a demonic invasion or the reawakening of slumbering primordials. However, the various psionic philosophies all agree on one thing: by simply practicing psioniC magic, you are increasing the world's ability to defend itself against the Far Realm.

    zPS10N1C PH1LOSOPH1ES o

    As psionic power has matured and strengthened, several IU

    competing philosophies have arisen regarding Its use and ::l purpose. Powerful wielders of psionic magiC naturally Q gather d isciples and devotees who seek to learn from 0 them, forming the basis of what amount to philosophical ~ schools or sects. Z

    The key philosophies that dominate discussion and debate about pslonlcs Include the following.

    Fists of Zuoken: Zuoken was a human monk who achieved perfect harmony of body, mind, and spirit through knowledge, meditation, and decisive action. loun rewarded his se rvice and dedication by making him an immortal exarch in her service, and the diSciples he gathered around him In life remain a significant monastic order dedicated to preserving knowledge of the psionic arts. The Fists of Zuoken believe that psionic powers are to be nurtured in all who possess them. Adherents of the Fists of Zuoken are generally good.

    Guiding Hand: The philosophy of the Guiding Hand teaches that psionic power is a gift from the cosmos lintended to help protect the universe from destruction. The natural extension of this philosophy Is that those who are blessed with psionic power have a responsibility to protect the weak and innocent from marauding monsters and other dangers. Most followers of the Guiding Hand are good or lawful good.

    School of Unmatched Excellence: The masters of this school teach that those who wield psionic power are a superior class of beings. Their inherent superiority gives them the right and even responsibility to assume dominIon over their lesser kindred. A few students of the School of Unmatched Excellence are una'ligned, re'latively benign individuals who seek to benevolently gUide lesser mortals, but most are evil.

    The Path of Thirty-Seven Obstacles: This philosophy stresses the importance of personal excell'ence and mastery, which is most clearly demonstrated by seeking out and defeating powerful opponents. Most commonly, adherents of this path live as adventurers, proving their worth against powerful monsters and claiming the treasure and other trophies that rightful'ly belong to them. Most followers of this philosophy are unaligned.

  • THE MOST common races in the world of the DUNGEONS & DRAGONS game appear in the Player's Handbook and Player's Handbook 2. This chapter introduces four new and more unusual races. Heroic adventurers of these races are rare; ifyou choose to play one, your character is exceptional and perhaps marked for a special destiny.

    The githzerai and the minotaur appear in the Monster Manual, but here they're fleshed out and presented for use as player characters. The other two races-the shardmind and the wilden-are new to the game. vVilden, in fact, are new to the world, only recently appearing in the Feywild in response to the growing threat of the Far Realm.

    This chapter's races follow the same format as the ones in the Player's Handbook. However, instead of describing example adventurers, the entries in this book provide racial backgrounds, following the back ground rules in Player's Handbook 2.

    Githzerai are disciplined ascetics living amid the tumult of the Elemental Chaos. They are not a numerous people even on their home plane. They are sworn foes of their kindred race. the githyanki. as well as of the mind flayers that once enslaved them. These twin hatreds fuel most githzerai adventurers.

    Minotaurs are hulking. beast-headed folk. whose physical form represents the internal war they wage between civilization and the rampaging beast in their inmost nature. Some minotaurs give in to their innate savagery, following the path of the demon lord Baphomet. Minotaur characters, though , along with the best elements ofminotaur civilization, rein in the beast and rise above their violent impulses.

    Shardminds are crystalline creatures formed of physical and psychic fragments ofan ancient entity called the Living Gate. With logic and diScipline, they harness magical power with the goal of rebuilding the Living Gate. although factions among them hold different ideas ofhow best to pursue that goal.

    Wilden are plantlike fey creatures, newly arisen in the Feywild to combat the spread of the Far Realm's influence. They can take on different aspects ofnature's essence. altering their appearance and even their personality with each change ofaspect.

    CHAPTER I Character Races

  • Ascetic and disciplined, masters ofbody and mind

    RACIAL TRAITS

    Average Height: 6' 0"-6' 5"

    Average Weight: 160-190 lib.

    Ability Scores: +2 Wisdom; +2 Dexterity or Intelligence

    Size: Medium

    Speed: 6 squares

    Vision: Normal

    Languages: Common. Deep Speech Skill Bonuses: +2 Acrobatics. +2 Athletics Danger Sense: You have a +2 racial bonus to initiative

    checks. Defended Mind: You have a +2 racial bonus to saving

    throws against effects that daze. dominate. or stun. Shifting Fortunes: When you use your second wind.

    you can shift 3 squares as a free action. Iron Mind: You have the iron mind power.

    Iron Mind Githzerili Rilcial Power Under the brunt ofan attack. you use the power ofyour mind to fortYJ yourself aBainst harm. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +2 bonus to all defenses until the end of

    your next turn.

    The githzerai are descended from an ancient race once held in thrall by mind layer overlords. After the bloody uprising ,that won these people their freedom, ideological differences split them into two races: the githzerai and the githyanki. The githzerai

    rejected the cruel warmongering of the githyankiPz > and withdrew to the Elementa l Chaos and to remote locations in the world to follow a path

    of self-renection. harnessing the power of the mind and the soul. Centuries later, the githzerai remain in such locations, leading diSciplined lives and observing their surroundings to determine their place in the universe.

    Playa githzerai ifyou want ... to be a character who has strong planar ties. to avoid attacks and stay one step ahead ofyour

    enemies. to be a member of a race that favors the avenger,

    monk, ranger, and seeker classes.

  • PHYSICAL QUALITIES Characterized by spare frames and an exotic appearance, githzerai are taller than humans and slender to the point of being gaunt. Their skin tends toward yellow tones, occasionally shading into brown or green. They have distinctive angular features and pOinted ears, as well as eyes set in deep sockets and Oattened noses set high on their faces .

    Male githzerai usually keep their heads shaved or tonsured and braided, and they grow controlled facial hair. A typical style is a shaved pate with a long braid trailing from the back ofthe head . Females wear their long hair close to the head in braids or tight buns. Githzerai hair is typically russet, but black and gray sometimes occur.

    The githzerai commitment to asceticism means that individuals generally disdain displays ofwealth. Their clothing is practical. simple in design, and accentuated only by simple jewelry. They indulge their artistic nature through body painting or tattoos. Even these expressions incorporate a functional purpose: Tattoos serve as identifiers, helping githzerai recognize the tradition and location from which a fellow githzerai hails.

    Githzerai live about as long as humans.

    PLAYING A GITHZERAI Githzerai value their heritage. It informs their philosophy, their behavior, and their intolerance for githyanki and mind Oayers. Where githyanki crave battle and conquest, githzerai seek inner harmony and self-mastery. They often travel great distances to explore the self and to give up mortal attachments by witnessing the possibilities that existence has to offer.

    Although githzerai are willing to explore and experience the cosmos, they maintain a worldview centered on personal responsibility and accomplishment. The race's social hierarchy is based entirely on merit, and each githzerai must earn a place in history. Great heroes, leaders, and teachers are immortalized as revered ancestors, with important techniques and cultural elements bearing their names. The unworthy remain lowly and are forgotten .

    Austerity, prudence, pragmatism, and tenacity also run strong in the githzerai persona_ Githzerai rarely own more than they need. They don't speak at length when a brief statement will do. Although githzerai have fiery souls, reflected by their fierce resolve and strong loyalties, they rarely display strong emotions. The trust ofa githzerai must be earned, and most githzerai expect weakness and lack ofdiscipline in others. However, githzerai readily make use of any resources at hand, including members ofother races, to solve problems or shore up defenses. A githzerai rarely backs down from a challenge in which success seems possible.

    Few relationships hold any sway over githzerai. Religion, nationalism, and even familial loyalties are less important than personal seeking and enlightenment. Githzerai place value on proven methods and associates, rather than on those that tradition or dogma might dictate . Githzerai seek out capable teachers, students, and companions, and they are unwavering allies to those who prove worthy.

    To discover whether someone or something is worthy, githzerai must be open-minded as well as willing to learn and to take risks. The fact that githzerai find it easier to trust other githzerai than they do members ofother races tempers this measure of tolerance. Only a member of the race can truly understand the struggles that the githzerai have undergone.

    Githzerai Characteristics: Ascetic, calculating, calm, cautious, cynical. disciplined, introspective, pragmatic, quiet, secretive, suspicious, terse

    Male Names: Dak, Durth, Ferzth, Greth, Hurm, Kalla, Murg, Nurm, Shrakk

    Female Names: Adaka, Adeya, Ella, Ezhelya, Immilzin, Izera, Uweya

    GITHZERAI BACKGROUNDS Here are background elements for githzerai.

    Cenobite Initiate: You were raised and trained in a githzerai monastery in the Elemental Chaos or a remote part of the world. You might have stayed there for all your early years, contemplating the dangers around you and binding your mind in disCipline. Then, something drew you away from your home. Perhaps you sought the answers to questions about your race's origin. Maybe a visitor aroused your curiosity about the world beyond the monastery's walls. Now you find yourself outside the diSCiplined civilization ofthe githzerai. How are you adjusting? Is the experience intriguing or frustrating? Are new companions a suitable replacement for those you left behind?

    Associated Skills: Arcana, History War Band Survivor: You joined a githzerai war

    band that either traveled to the world or originated in it. Your band sought enemies of the githzerai and found foes beyond your group's capabilities. You were the only survivor of the battle. What happened to the rest ofyour band? You might be stranded in the world with no easy route home, but do you want to go home? Is the shame ofyour band's defeat, or perhaps the shame ofyour survival, too great? Do you seek vengeance for the death ofyour companions or absolution for the guilt you feel as a survivor?

    Associated Skills: Dungeoneering, Perception

    CIIAPTER 1 I Character Races

  • Cau8ht between sava8ery and civilization, these warriors stru881e a8ainst the beast within

    RACIAL TRAITS

    Average Height: 7' 1"-7' 5"

    Average Weight: 320-350 lb.

    Ability Scores: +2 Strength; +2 Constitution or Wisdom

    Size: Medium

    Speed: 6 squares

    Vision: Normal

    Languages: Common, choice of one other Skill Bonuses: +2 Nature, +2 Perception Vitality: You have one additional healing surge. Ferocity: When you drop to 0 hit pOints or fewer, you

    can make a melee basic attack as an immediate interrupt.

    Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.

    Goring Charge: You have the aorina (horae powe r.

    Goring Charge Minotaur Racial Power You char8e the enemy and 80re it with your homs. Encounter Standard Action Melee 1 Effect: You charge and make the following attack in place of

    a melee basic attack. Target: One creature Attack: Strength, Constitution, or Dexterity + 4 (6 at 11 th level and 8 at 11 st level) vs. AC Hit: 1d6 + Strength, Constitution, or Dexterity modifier damage, and you knock the target prone.

    Level 11: 1d6 + Strength, Constitution, or Dexterity modifier damage.

    Level 21: 3d6 + Strength, Constitution, or Dexterity modifier damage.

    Minotaurs embody the tension between civilization and savagery, discipline and madness, for they stand in two worlds. Tugged toward violence but bound by conscience. numerous minotaurs are driven to rise above their dark impulses. Such a minotaur seeks the balance between the monstrous and the refined . Innumerable minotaurs give in to the temptations staining their souls and find themselves thralls to Baphomet. the Horned King. Minotaurs must struggle to become more than the beasts they resemble or else succumb to the demonic brutality they despise.

    Playa minotaur ifyou want ...

  • to be a mighty warrior who has amazing strength and endurance.

    to be a monstrous adventurer struggling against villainous tendencies.

    to be a member of a race that favors the barbarian, fighter, and warden classes.

    PHYSICAL QUALITIES A minotaur combines the features of human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all , a bull 's head. Fur covers a minotaur's upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur's waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves. Minotaurs take pride in their horns, the sharpness, size, and color of which are related to an individual's place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair.

    Labyrinthine patterns are important to minotaurs, and these decorations appear on their clothing, armor, and weapons, and sometimes even on their hides. Each pattern is particular to a clan, and the pattern's size and complexity help minotaurs identify family allegiance and caste. The patterns evolve through the generations, growing more expansive based on clan members' deeds and a clan's history.

    Minotaurs live as long as humans do.

    PLAYING A MINOTAUR The minotaur preference for labyrinths is legendary. and is more than a quirk. It is central to what minotaurs believe and how they see the world around them. A labyrinth is a physical representation of the spiritual and psychological journey each minotaur must undertake to make peace with his or her conflicted nature.

    Each minotaur must navigate the perils ofthe self to transcend bestial impulses. One minotaur might achieve this easily. Another might wander the corridors of his or her mind and soul for a life time. trapped within the circuitous passages of self-deception and monstrous desire. Those who fail might descend into depravity, becoming the thralls of the Horned King, whose presence looms over every minotaur community.

    Perhaps as a result of this inner struggle, mino taurs seek structure and order in all they do. They take great pleasure from perfecting their talents, and many spend lifetimes mastering trades, artistic styles, magic, and fighting techniques. Once minotaurs

    commit themselves to a task, they see it through. Failure is not perceived as a personal flaw. but as an opportunity for growth. Giving up when faced with challenges, however. is seen as a weakness of character. The greatest challenge for minotaurs is to remain Vigilant against their inner corruption . and so to capitulate in any effort is more than dangerous; it is the first step on the road to spiritual corruption.

    Although many minotaurs are civilized, they are the objects of suspicion and hatred from other races. This animosity stems not only from minotaurs' monstrous appearance. but also from their infamy. Wicked minotaurs are remorseless raiders and killers, and these are often the only minotaurs known in a given area.

    Minotaur Characteristics: Bloodthirsty, cruel. disciplined, enlightened. frustrated, militant, mystical, polite, savage. spiritual, tortured

    Male Names: Asteron, Bjorkus, Codrus, Foostus, Goeban.lak. Minron, Noostoron, Podrus, Terios

    Female Names: Duula. Esteru, Hester, Kuonu. Loodra. Oestra . Raastred, Seestra, Uovana. Weoren

    MINOTAUR BACKGROUNDS Here are background elements for minotaurs.

    Baphomet Clan Exile: Your clan succumbed to the lies and promises of Baphomet's cultists. and all your living relations are in the thrall of the demon lord. You alone refused to bow to the Horned King. chOOSing to flee into exile rather than become a sacrifice on Baphomet's altars. Perhaps you swore to fight Baphomet in order to purify your people. or to exterminate your entire clan. Or perhaps you seek only to put that disaster behind you. to move on with your life and keep the beast in your heart contained.

    Associated Skills: Religion, Steahh Silenced Beast: The voice of the beast within you

    is silent. Its savagery has no hold over you, and its can has no appeal. You have transcended it and moved to a higher consciousness, something akin to enlightenment. You are at peace with yourself. with who you are, and with the world around you. When you need to fight. you can fight fiercely. but you don't lose control-the beast is at your command. How did you find such peace? Was it through religiOUS devotion. disciplined martial practice, arcane study. or psionic meditation? Is there anything that can shatter your tranquility and loose the beast again?

    Associated Skills: Diplomacy, Insight

    C HAPTER 1 I Character Races

  • Raw psionic ener8Y barely contained in a body of 8leamin8 crystalline shards

    RACIAL TRAITS

    Average Height: 5' 9"-6 ' r

    Average Weight: 180-230 lb.

    Ability Scores: +2 Intelligence; +2 Wisdom or Charisma

    Size: Medium

    Speed: 6 squares

    Vision: Normal

    Languages: Common, Deep Speech, choice of one other

    Skill Bonuses: +2 Arcana, +2 Endurance, +2 to one other skil'l

    Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.

    Crystalline Mind: You have resist 5 psychic. The resistance increases to 10 at 11 th level and 15 at 21 st level.

    Living Construct: You are a living construct. You don't need to eat, drink, breathe, or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst, or suffocation.

    Immortal Origin: You are native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.

    Shard Swarm: You have the shard swarm power.

    Shard Swarm Shilrdmind Ratial Power You loosen your mental Wip on your physicalform, distraCI'in8 your foes with a swarm ofshards. You then reform elsewhere. Encounter" Teleportation

    Move Action Close burst 1

    Target: Each enemy in burst

    Effect: Each target grants combat advantage to you until

    the end of your next turn. You then teleport half your speed.

    Shard minds are sentient fragments of the living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun's power holds the portal closed , shardminds seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world.

    Playa shardmind ifyou want . . . .. to playa strange, intellectual character who has a

    strong psionic flavor.

  • to embody an ancient history that makes you an enemy of the Far Realm and its denizens.

    to be a member of a race that favors the psion, wizard, and invoker classes.

    PHYSICAL QUALITIES Shard minds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A shardmind 's animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This inner light sheds dim light in a shardmind's space, but a shard mind individual can squelch the light with an instant's concentration-in order to hide in the dark. for example.

    The crystalline fragments making up a shardmind's body are in constant, silent motion, almost like the circulation of blood. When a shardmind is stunned or unconscious, it might lose control of the tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the shardmind regains control.

    Shard minds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance, and they don't breathe. They don't need sleep, though they must still rest for six hours to gain the benefits of an extended rest. They don't have gender and don't reproduce, but the shardminds alive today aren't the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness.

    PLAYING A SHARDMIND Shardminds are fragments of pure thought given life and substance. They are logical, emotionally distant, and naive to the ways of society in the world. Some approach life with innocent curiosity, eager to embrace the wealth ofexperiences the world has to offer, while others remain reserved and aloof, bearing a higher purpose in mind at all times. Though they often seem dispassionate, when a strong emotion seizes them, they experience it powerfully. For example, shardminds don't get annoyed; they become enraged_

    Although the race as a whole shares a common goal of rebuilding the Living Gate, several philosophies disagree on how to accomplish that goal. The three most important sects are the '[ hought Builders, the God Shards, and the Shard Slayers. See "Shardmind Backgrounds" below for more in/ormation about each philosophy.

    Shardmind Characteristics: Detached, inSightful. intellectual, logical , thoughtful, volatile

    Shardmind Names: Amata, Arshaka, AnNia, Balashi , Bashanu, Belessunu, Dipana, Erishti, Eshunu, Hunzu, Iltani, Ishmea, Kuaya , Kubaba, Kuri, Manishtu, Naram, Nuraya, Seluku, Tabni, Ubashu, Utua, Zakiti

    SHARDMIND BACKGROUNDS These shardmind background elements each represent a distinct philosophy, so it is unlikely that a shardmind would have more than one of them.

    Thought Builder: You seek to create a new Living Gate and to imbue it with the psionic power necessary to keep the influence of the Far Realm at bay. The sect is prominent in the planar metropolis of Hestavar (see Manual of the Planes, page 94). Most members of the Thought Builders are dedicated to loun. They tend to be unaligned or good.

    Associated Skills: Arcana, Religion God Shard: You believe that each shardmind

    must seek to acquire as much personal power as possible. Since you are a fragment of the Living Gate, your own power is the force that keeps the Far Realm from destroying the universe; each shardmind, in fact. is a fragment ofdivine power and carries a responsibility to nurture that power. Most God Shards are unaligned and revere no deity.

    Associated Skills: History, Religion Shard Slayer: You believe that when a shard

    mind dies, its animating life force returns to the site of the Living Gate, where it shores up the universe's defenses against the Far Realm's intrusion. Thus, you seek to kill as many shard minds as possible, starting with the adherents of other philosophies. As a precautionary measure , you also seek out fragments of the Living Gate that have not yet awakened to sentience, and you destroy them as well. hoping to reduce the number of shard minds that will exist in the future. Most Shard Slayers are evil, and many are devoted to Vecna.

    Associated Skills: Arcana, Intimidate

    CHAPTER 1 I Character Races

  • Nature's 8uardians-hunters and destroyers, keepers ofancient knowled8e RACIAL TRAITS

    Average Height: 5' 6"_5 ' 9" Average Weight: 140-170 lb.

    Ability Scores: +2 Wisdom; +2 Constitution or Dexterity

    Size: Medium

    Speed: 6 squares

    Vision: Low-light

    Languages: Common, Elven Skill Bonuses: +2 Nature, +2 Stealth Fey Origin: You are native to the Feywild, so you are

    considered a fey creature for the purpose of effects that relate to creature origin.

    Hardy Form: Choose Fortitude, Reflex, or Will. You gain a +1 racial bonus to that defense.

    Nature's Aspect: Whenever yOIJ complete an extended rest, choose one of the following aspects of nature to manifest.

    Aspect of the Ancients: You can use the voya8e of the ancients power while you are in this aspect.

    Aspect of the Destroyer: You can use the wrath of the destroyer power while you are in this aspect.

    Aspect of the Hunter: You can use the pursuit of the hunter power while you are in this aspect.

    Voyage of the Ancients Wild ell Hildal PowC'r You vanish and leave a bewilderedfoe in your wake. Encounter. Teleportation Free Action Personal Trigger: You hit an enemy with an area or a close attack Effect: You teleport 3 squares. Choose a single enemy you

    hit with the attack. You and one ally you can see gain

    combat advantage against that enemy until the end of

    your next turn.

    Wrath of the Destroyer Wilden R,I( ioll PowC'r Your destroyer aspect responds to an attack with deadlyforce. Encounter Immediate Reaction Personal Trigger: A bloodied enemy attacks you or your ally adjacent

    to you Effect: You either make a melee basic attack against the

    triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn.

    Pursuit of t he Hunter Wildpl1 Hold,11 POWl'1 Your prey tries to maneuver away, but there is no escape. Encounter Immediate Reaction Personal Trigger: An enemy within 2 squares of you moves on its turn Effect: You shift 3 squares. Until the end of your next turn,

    you deal 1d6 extra damage to the triggering enemy when you hit it, and you ignore the -2 penalty to attack rolls for attacking it when it has cover or concealment.

  • The wilden emerged from the unspoiled reaches, ancient bogs, and primeval forests of the Feywild. Awakened to fight the growing corruption plaguing the land. they strive to restore the natural order and to purge aberrant horrors from the world.

    Playa wilden if you want ... to embody nature's ability to right its own course. to adapt to the challenges you face by altering your

    essential nature. to be a member of a race that favors the battle

    mind, druid. invoker, and shaman classes.

    PHYSICAL QUALITIES Wilden are plantlike fey creatures. Their bones are hardwood, and their supple, barklike skin trails into viny tendrils and a cloak ofleaves.

    Within each wilden lies nature's spirit, and all can manifest this spirit in different aspects. Each aspect triggers a transformation, reflecting the purpose for which the wilden were created. A wilden in the aspect of the ancients has eyes and leaves of white. When a wilden is in the aspect of the destroyer, jagged spurs break through the skin, and the eyes darken to black. The hunter's aspect camouflages a wilden's body with green and brown patterns, while the eyes take on an emerald color.

    As wilden age, their bodies move through the seasons. Young wilden are like trees in spring, filled with life and vigor, their bodies a green hue. In the summer phase, a wilden's body is brown or tan, while the cloak ofleaves remains vibrant green. Wilden in the autumn phase undergo a profound change, their skin darkening as their leaves turn color to reds, yellows, and oranges. Finally, the winter phase heralds the end ofa wilden's life, as the body grows thinner and the wilden's leaves wither and fall.

    A typical wilden lives more than a century.

    PLAYING A WILDEN The wilden are a race in its infancy. Wilden believe that they awoke to meet a threat moving across the Feywild and into the world: the rising power of the Far Realm and its incursions into the rest of the known universe, in the form ofaberrant creatu res.

    Central to wilden existence are nature's three aspects: the keeper of ancient secrets, the destroyer, and the hunter. As keepers of ancient secrets, wilden act as stewards, preserving the land against any who would defile it. The destroyer aspect is nature's fury incarnate-the destruction embodied by hurricanes, tornadoes, and lightning strikes. The aspect of the hunter seeks out and eradicates aberrant corruption.

    Individuality has no place in a wilden's life. Males and females display differences in personality and appearance, but all wilden regard themselves as parts

    of a greater whole. When speaking of themselves, wilden use the plural, saying "we" instead of"1."

    As a new people, wilden lack grudges toward other races . Most wilden are eager to learn about other societies, beliefs, and cultures, and they might adopt the values of other races as their own.

    Wilden can experience shifts in personality when they assume their aspects. They become thoughtful and cautious when in the aspect of the ancients, aggressive in the aspect of the destroyer, and secretive and withdrawn in the aspect of the hunter.

    Even as wilden shape their beliefs through exposure to other cultures, they maintain that their purpose is to secure the Feywild and the natural world from harm. Wilden who worship gods venerate deities who cherish nature, such as Corellon, Melora, and Sehanine. Wilden also honor the primal spirits.

    Wilden have no kingdoms or cities, but they regard all of nature as their home. When they gather, they do so in communities where the borders between the Feywild and the natural world are thinnest. Wilden live in harmony with nature, so even in these settlements, it is difficult to distinguish where the wilderness leaves off and the community begins.

    Wilden Characteristics: Accepting, ambitiolls, contradictory, curious, driven, enigmatic, intolerant, measured, savage, violent

    Male Names: Banmarden, Fiddenmar, Durmindin, Kettenbar, Midnorten, Rodmennar, Vennerzad

    Female Names: Dannamai, Ennimbel, Kalkennash, Nementah, Shallahai, Tellorda, Zazenna

    WILDEN BACKGROUNDS Here are background elements for wilden.

    Born of Ruin: You were born in a place defiled by the Far Realm. You might have been born to wilden parents, or simply emerged from the dying plant life at the edges of the defilement. Perhaps you hope to return there and purge that place of its corruption when your power is great enough. Or perhaps there is no hope for it, and you can strive only to prevent such a catastrophe from occurring elsewhere.

    Associated Skills: Arcana, Nature Hunted: Something seems to know ofyou-and

    to want you dead. Destruction has followed you for your entire life. and the fact that you are alive seems to be proof that you are being preserved for some greater purpose. Are aberrant monsters drawn to try to destroy you? Is there a widespread cult devoted to a Far Realm overlord that seeks to kill you? Or is there simply a curse on you that brings destruction to everyone and everything you love?

    Associated Skills: Bluff, Stealth

    CHAPTER 1 I Character Races

  • BUilding on the racial paragon paths presented in Player's Handbook 2, the paragon paths in the rest of this chapter are intended for this book 's races.

    BLOODED CHAMPION "I do what I was made to do,Jor the causes I choose."

    Prerequisite: Minotaur

    The warrior caste within minotaur society doesn't admit just anyone to its ranks. To be recognized as a champion, a blooded warrior, you must demonstrate both skill at arms and an unfailing discipline to master the beast that rages to be released. Time and again, you proved your mastery over your weapons and yourself until that day when you finally gained the recognition you rightly deserved.

    Continuous training has done more for you than simply gaining you greater standing among your people. Your devotion to your craft elevates your fighting style beyond that of most warriors. Your weapons are extensions ofyour will, razor-sharp appendages that slice and hew as you direct them.

    More important, you meld the spiritual forces guiding you on your life's journey with your own fighting spirit until you become a honed machine of war. The thrill of the fight rises with your adrenaline, but it doesn't master you. The urge to kill lends strength to your attacks, but doesn't overtake your self-control. You recognize the taint afflicting your people, and you know that to give in to these dark impulses is to step into the trap of bestial savagery

    that all your people must face. So each battle and each contest is a chance to demonstrate your resolve and your mind 's focus on rising above the shadow that darkens your soul.

    BLOODED CHAMPION PATH FEATURES

    Vigorous Action (11th level): When you spend an action point to make an attack while you're bloodied , you gain temporary hit pOints equal to your Constitution score.

    Aggressive Resurgence (11th level): When you use your second wind , you can forgo regaining hit points and the bonus to your defenses to instead both regain the use ofyour goring charge racial power and gain a +2 bonus to attack rolls and damage rolls until the end ofyour next turn.

    Never Say Die (16th level): When you drop to ohit points or fewer, you don't fall unconscious as a result of the dying condition until you fail a death saving throw.

    BLOODED CHAMPION POWERS

    Follow-Up Gore Blooded Champion Attack 11 Your weapon strike unbalances your foe. leavin8 it exposed to your ferocious Bore attack. Encounter. Weapon Standard Action Melee 1 Target: One creature Attack: Strength vs. AC Hit: 1 [W] + 2d6 + Strength modifier damage, and you

    slide the target 1 square and knock it prone.

    Bloodthirsty Shift Blooded Champion Utility 12 When an enemy ofyours falls,you sprin8fonvard 10 en8a8e the nextfoe. Encounter Free Action Personal Trigger: You reduce an enemy to 0 hit points Effect You shift your speed to a square adjacent to an

    enemy.

    Driving Gore Blooded Champion Attack 20 You swin8 your horns in a brulal are, knockin8 your enemy

    back and down.

    Daily Standard Action Melee 1 Effect: You charge and use the following attack in place of

    a melee basic attack. Target: One creature Attack: Strength + 8 vs. AC Hit: Sd6 + Strength modifier damage, and you slide the

    target 4 squa res and knock it prone. Miss: Half damage, and you slide the target 2 squares.

    C H A PT E H J I Character Races

  • NATURE'S AVATAR "I am every aspect of nature, its power taken shape in me."

    Prerequisite: Wilden

    Every wilden manifests the changing face of nature. Each day. a wilden chooses to embody one of nature's aspects.

    For you, these aspects are not just transient states. They are reflections of nature's versatility and power. As you fight for the preservation of the world, you draw deeply from each aspect. You gain an additional benefit from each aspect while you are bloodied. You have learned ways to funnel the power of nature's aspects into your attacks. Eventually, you master the ability to qUickly change your aspect to meet any challenge with the best tools at your command.

    NATURE'S AVATAR PATH FEATURES Bloodied Aspect (11th level): You gain a benefit

    related to the aspect of nature you are manifesting. Aspect of the Ancients: When you spend a healing

    surge while you are bloodied , you regain additional hit points equal to your Wisdom modifier.

    Aspect of the Destroyer: You gain a +1 racial bonus to attack rolls while you are bloodied.

    Aspect ofthe Hunter: You gain a +1 racial bonus to speed while you are bloodied.

    Adaptive Action (11th level): When you spend an action point, you can change your current aspect of nature to a different one as a free action. Ifyou have already used the encounter power associated with your previous aspect, you can't use the power from your new aspect until you have taken a short rest.

    Bloodied Vigor (16th level): When you use your second wind while you are bloodied , you gain a +2 power bonus to attack rolls and damage rolls until the end ofyour next turn.

    NATURE'S AVATAR POWERS

    Freezing Blast Nature's Avatar Attack 11 You draw power from the world to bolster your attack with a blllSt offreezin8 wind. Encounter. Cold

    Free Action Personal

    Trigger: You hit a creature with an at-will attack power

    Target: The creature you hit

    Effect: The target takes 1 d1 0 extra cold damage from

    the triggering attack, and the target is subject to an additional effect based on your current aspect of nature. Aspect of the Ancients: The target is dazed until the end

    of your next turn. Aspect of the Destroyer: The target instead takes 2dl 0

    extra cold damage. Aspect of the Hunter: The target is restrained until the

    end of your next turn.

    Nature's Rebirth Nature's Avatar Utility 12 Tappi'18 into the ever-chan8in8 nature of the Feywild, you alter your aspect to meet your adversary. Daily Minor Action Personal Effect: You can make a saving throw. In addition, you

    change your current aspect of nature to a different one. You can use the power associated with the new aspect, even if you have already used an aspect of nature power during this encounter.

    Nature's Purging Fire Nature's Avatar Attack 20 Just as a forest fire clears the wayfor new wowth. you i8nite your enemy 10 cleanse its i'ifluence from the worler. Daily. Fire, Teleportation Free Action Personal Trigger: You hit or miss a creature with an at-will attack

    power Target The creature you hit or missed Effect The target takes 10 fire damage, the target deals

    5 fire damage to each enemy adjacent to it at the start of its turn (save ends), and the target is subject to an additional effect based on your current aspect of nature. Aspect of the Ancients: The target is subjected to the

    ancients' grasp (save ends). Until the grasp ends. any enemy that starts its turn adjacent to the target is immobilized until the end of your next turn.

    Aspect of the Destroyer: The target instead takes 20 fire damage.

    Aspect of the Hunter: The target is subjected to your hunter's wrath (save ends). Until the wrath ends, whenever you hit the target, you can teleport it 5 squares to a square adjacent to an enemy.

    C HAPTER 1 I Character Races

  • RRATHMAL ''The search for enlightenment and the freedom we now possess do not allow us the luxury ofquietly suffering our enemies."

    Prerequisite: Githzerai

    Untold years of slavery shaped your people. Freedom molded them further during the split from those who became the githyanki. In the centuries since the githzerai gained independence, they have struggled to master themselves and prepared themselves against any threat to the liberty they earned so long ago. They will not be enslaved again .

    Defense is not enough, however. Your people have always formed war bands to deal with menaces close and far. Highest among these groups is a rrakkma-a vengeance band. Mighty githzerai called rrathmals gather in these elite cadres to hunt those who still watch the free githzerai with covetous eyes. Each rrakkma sets out on a hunt, bringing destruction to mind layers, githyanki, and other threats wherever they are found.

    At times, a rrakkma has a goal, such as hindering ferreting out a hive of mind flayers. Sometimes the members ofa rrakkmas wander until they have faced a number offoes sufficient to call the mission a success. To serve in a rrakkma is a great privilege, and githzerai preparing to join such a group receive special training. Even a githzerai who has proven worthy while traveling among nongithzerai might be so honored.

    You are such a one. You have served your people well, proven yourself worthy ofspecial training, or found a teacher who knows the techniques of the vengeance warriors of the githzerai. You have learned to make assaults deCiSively, pursue enemies relentlessly, and defeat foes utterly.

    RRATHMAL PATH FEATURES Psychic Resistance (11th level): You gain resist

    10 psychic. The resistance increases to 15 at 21st level. Unfettered Action (11th level): When you spend

    an action point to take an extra action, any effects on you that daze, restrain, slow, or immobilize end.

    Preternatural Instinct (16th level): When you roll initiative, you can roll twice and use either result.

    RRATHMAL POWERS

    Trace Chance Rrathll1al Attack 11 By peerin8 into the future, you pick tltrou8h the possibilities to anticipate your enemy's next action. Encounter Standard Action Ranged 5 Target: One creature Effect: You gain a +2 bonus to the next melee attack

    roll you make against the target with an at-will power before the end of your next turn. If that attack hits, it is a critical hit.

    C HAPTER 1 I Character Races

    Rrathmal Pursuit Rrathmal Utility 12 Even as your opponent withdraws, you are in 1110 t.io 11 , cuUin8 off its rctreat. At-Will Immediate Reaction Personal Trigger: An adjacent enemy shifts away from you Effect: You shift your speed to a square adjacent to the

    triggering enemy.

    Vengeance Shroud Rrathmal Attack 20 Exertin8yollr stcely will.youforcc order onto the chaos of battle and turn the hostility ofyour adversaries into sufferi1l8. Daily. Psychic, Zone Standard Action Close burst 2 Target: Each enemy in burst Attack: Dexterity or Wisdom + 6 vs. Will Hit: 2dl 0 + Dexterity or Wisdom modifier psychic

    damage. The first time the target hits or misses during each of its turns, it takes 10 psychic damage (save ends).

    Miss: Half damage. Effect: The burst creates a zone that lasts until the end of

    your next turn. While within the zone, any ally can take

    lOon the first attack roll of his or her turn, rather than

    rolling a d20.

    Sustain Minor: The zone persists.

  • SHARD DISCIPLE "My body is but one ofmany possible conJi8urations of substance."

    Prerequisite: Shardmind

    A shardmind's physical form is an amalgamation of crystalline shards that shard minds believe are fragments of the Living Gate, bound together by force of will into a humanoid form. Every shardmind has a limited ability to alter that form.

    You, however, are a shard diSCiple; you have learned how to relax the bonds ofyour form to the point where your body becomes a swirling storm of crystalline fragments. You can disperse your body to protect yourself from attacks, and your shard swarm racial power lets you form yourselfinto a lethal cloud ofcrystals. As you advance in level, you learn to disperse your consciousness into your component fragments, allowing you to qUickly recover from mortal injury or even maintain your consciousness in the form ofa swirling storm of shards and psionic energy.

    SHARD DISCIPLE PATH FEATURES Perfect Shard Swarm (11th level): Your shard

    swarm racial power becomes a close burst 2, instead of a close burst 1. In addition, you can use shard swarm to teleport your speed, instead ofhalfyour speed.

    Paragon Power Points (11th level): You gain 2 additional power points.

    Swarm Action (11th level): When you spend an action point to take an extra action. you take half damage from melee attacks and ranged attacks until the end ofyour next turn.

    Constant Swarm (16th level): YOll can use your shard swann racial power one additional time during each encounter.

    SHARD DISCIPLE POWERS

    Irruption of the ShanJ Di~tipl(' Attack 11 living Gate

    Ruby shards explode around your foes. With the expenditure of psionic enerm'. you can transport YOllrse!finto the middle of the storrn.

    Encounter. Implement, Psionic, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: ld1 0 + Intelligence modifier damage. Effect: The burst creates a zone that lasts until the end

    of your next turn. The zone is difficult terrain for your enemies.

    Augment 2 (Teleportation) Area burst 1 within 10 squares Effect: As above, and while the zone persists, you can teleport to a square within it as a move action.

    Recrystallize Shard Disciple Utility 12 Your wounds have broken your mental hold on your physical form . but a flicker ofpsionic ener8Y within you lets you reconstitute your body elsewhere_ Daily. Healing, Psionic, Teleportation No Action Personal Trigger: You drop to 0 hit points or fewer Effect: You spend a healing surge and then teleport 1 0

    squares. ...J

    Shard Storm Shard Disciple Attack 20 The crystallinefra8rnellts ofyollr body explode ill a swirlin8 u

    whirlwind of psionic ener8)"forrnin8 a terrible storm to batter your enemies. " Daily. Implement, Polymorph, Psionic, Teleportation,

    Zone Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier damage. Effect: The burst creates a zone that lasts until the end of

    your next turn or until you leave it. The zone is difficult

    terrain for your enemies, and any enemy that ends its turn

    within the zone takes 10 damage. While the zone persists,

    you take half damage from melee attacks and ranged

    attacks, and those attacks can't pull, push, or slide you. As a

    move action, you can teleport to a square within the zone.

    Sustain Minor: The zone persists.

  • CHOOSING A class is the most important decision you make in creating a character, because it determines so much ofwhat you can do. From armor and weapon proficiencies to power selection, your class is an important determinant ofyour character's capabilities, and it has a tremendous impact on your experience of the game.

    This chapter introduces six classes to the D&D game, representing three power sources and all four character roles. The seeker expands the roster of primal classes first introduced in Player's Handbook 2. The runepriest provides a very different take on the divine leader from the cleric in the first Player's Handbook. The psionic power source is represented here by one class for each rol e: ardent , battlemind, monk, and psion .

    Here you'll find descriptions of these six classes, along with four new paragon paths for each one. Following those classes are rules for hybrid characters, which combine two classes to bring a unique arsenal of powers and talents to an adventuring party.

    Ardent (page 22): A psionic leader who manipulates the emotions of allies and enemies alike.

    Battlemind (page 42): A psionic defender who exercises the power of the mind to control the body.

    Monk (page 62): A psionic striker who combines focused melee attacks, often made unarmed, with incredible feats ofmovement and agility.

    Psion (page 80): A psionic controller who uses mental powers to move objects or opponents, or to bend foes' minds to his or her will

    Runepriest (page 98): A divine leader who uses the mystical runes of the gods to form prayers of warding or destruction .

    Seeker (page 116): A controller who calls on nature spirits to imbue arrows or other projectiles with primal power.

    Hybrid Characters (page 134): New rules for combining the features and powers of two classes in a manner far more flexible than multiclassing.

    Epic Destinies (page 156): The Diamond Soul , Godmind, Invincible Mind, Master of the Eternal Hunt, Hune Maker, and War Master destinies provide new epic options.

    C I-IAPTElt 2 I Character Classes

  • "Thefate ofthe world rests on thefire ofyour passions."

    CLASS TRAITS Role: Leader. You fill your allies with the will to fight

    and the clarity of purpose needed for victory. When you attack, you loose thoughts that intensify emo tions and lay bare truths. Depending on your choice of class features, you lean toward either defender or striker as a secondary role.

    Power Source: Psionic. You are a spiritual warrior whose thoughts swirl about you to infect your ene mies with doubt and fill your allies with confidence.

    Key Abilities: Charisma, Constitution, Wisdom

    Armor Proficiencies: Cloth, leather, hide, chainmail Weapon Proficiencies: Simple melee, military melee,

    simple ranged Bonus to Defense: +1 Fortitude, +1 Will

    Hit Points at 1st level: 12 + Constitution score Hit Points per level Gained: 5 Healing Surges per Day: 7 + Constitution modifie r

    Trained Skills: From the class skills list below, choose four trained skills at 1 st level. Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Streetwise (Cha)

    Class Features: Ardent Mantle, ardent sur8e, Psionic Augmentation

    Those who let their base emotions rule them invite madness and destruction. Prolonged feelings offear, greed, lust, or hatred can weaken the mind's defenses against manipulation. \Yielding psionic power, you excite such emotions in your enemies, creating gaps in their defenses and frustrating their attacks, all while filling your allies with encouraging thoughts and guarding them against despair and other nega tive emotions.

    Ardents rarely Jearn their art through formal training. I n many ways, they are incidental leaders, having stumbled onto psionic power at some point earlier in their lives. How you discovered your psionic talent can shape how you wield this power now. You might have awakened to your talent in the heat ofbattle, experiencing a mental breakthrough that allowed you to augment your attacks by rending your enemies' minds. Or your friends might reflect your power when your mood bleeds into theirs, altering their emotional states to match your own. Regardless of the revelation, you learned to harness this power to support your fighting prowess and to gUide your allies to victory.

  • ARDENT CLASS FEATURES Ardents have the following class features.

    ARDENT MANTLE A person's state ofmind can be armor against the decay and madness born from base emotions, and thus ardents gird themselves by donning particular mindsets to ward off the perils brought on by fear, despair, and hatred. Various emotional states, called mantles, can safeguard the mind. Ardents most com monly use the mantles of clarity and elation.

    Choose one of the following options. Your choice gives a power to you as well as a benefit to you and your allies.

    Mantle of Clarity: You and each ally within 5 squares ofyou gain a bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier.

    In addition, each ally within 5 squares ofyou gains a +2 bonus to Insight checks and Perception checks.

    You also gain the ardent alacrity power. Mantle ofElation: You and each ally within 5

    squares ofyou gain a bonus to damage rolls for oppor tunity attacks. The bonus equals your Constitution modifier.

    In addition, each ally within 5 squares ofyou gains a +2 bonus to Diplomacy checks and Intimidate checks.

    You also gain the ardent outra8e power.

    ARDENT SURGE You gain the ardent sur8e power. Your advanced emo tional state is inspirational, motivating your allies and helping them to recover from injuries.

    PSIONIC AUGMENTATION Through diScipline and careful study, yOll have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of atwill powers, each ofwhich is a con duit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power-repre sented in the game as power points-that you can use to augment your atwill attack powers, replacing the encounter attack powers that other characters use.

    Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do.

    AtWill Attack Powers: At 1st level, you choose two atwill attack powers and one daily attack power from your class, but you don't start with any encoun ter attack powers from your class. You can instead augment your class atwill attack powers using power points. These powers have the augmentable keyword.

    YOll gain new atwill attack powers from this class, instead of new encounter attack powers, as YO ll increase in level. At 3rd level, you choose a new at will attack power from this class. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one ofyour at will attack powers with another one ofyour level or lower. Both powers mllst be augmentable and from this class.

    Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level , 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. Ifyou gain power points from another source (such as your paragon path), add them to your power point total. You can use your power pOints to augment any augmentable power you have, regardless of how you gained the power.

    You regain all your power points when you take a short or an extended rest.

    3 Choose one Gain 2 (4 total) 7 Replac one Gain 2 (6 total) 13 Replace one Gain 1 (7 total) 17 Replace one Gain 2 (9 total) 21 Gain 2 (11 total) 23 Replace one Gain 2 (13 total) 27 Replace one Gain 2 (15 total)

    CREATING AN ARDENT Ardents depend on Charisma more than other abilities. Constitution is important for powers that improve your allies' attacks, and Wisdom is impor tant ifyou want to foil your enemies' attacks. You can choose any powers you like, though many ardents favor one of the two builds described here.

    ARDENT OVERV1EW Characteristics: You lead your group from the front

    lines, mixing strong melee attacks with equally strong mental assaults. Your strikes can dismantle your enemies' defenses and make them more vulnerable to your allies' attacks. In addition, you can provoke allies to perform daring stunts and maneuvers, helping them gain better positions, leap across the battlefield to close with distant foes, or shrug off deadly afflictions.

    Religion: Ardents gravitate toward wild and unpredictable gods, favoring those who represent war or wilderness. Kord and Melora are the most popular, with more independent ardents following Avandra. Evil ardents find much to like in Bane and Gruumsh.

    Races: Humans, half-elves, and kalashtar are the most common ardents, though dragonborn, halflings, gnomes, and tieflings also excel in this class, having the natural charisma needed to focus their inner strength.

    CHAPT ER 2 I Character Classes

  • ENLIGHTENED ARDENT You read your enemies' weaknesses and reveal them to your allies, and your keen inSight helps your allies overcome damaging effects. Make Charisma your highest ability score. You should also consider investing in Wisdom to take advantage of powers that confuse your enemies. A high Constitution not only grants you more hit points and increases your Fortitude, but it also lets you employ powers normally used by euphoric ardents. Your secondary role is defender, and your leadership helps protect allies from harm.

    Suggested Class Feature: Mantle ofClarity Suggested Feat: Bolstering Mantle Suggested Skills: Bluff, Diplomacy, Heal , Insight Suggested At-Will Powers:focusin8 strike, pSionic

    shield Suggested Daily Power: wormhole p1un8e

    EUPHORIC ARDENT You can scarcely contain the emotions that strain against your will like a crashing tide. When you make your attacks, they flood out ofyou, increasing your allies' confidence and washing away your enemies' courage. Charisma should be your highest ability score, followed by a high Constitution score to improve those effects that raise your allies' spirits and diminish your enemies' capabilities. Ifyou want to diverSify your powers, a high Wisdom can't hurt, but you should also look to Dexterity for initiative checks and Reflex. Your secondary role is striker, and your powers can augment your allies' attacks.

    Suggested Class Feature: Mantle of Elation Suggested Feat: Heartening Surge Suggested Skills: Athletics, Endurance, Intimi

    date, Streetwise Suggested At-Will Powers: demoralizin8 strike, ire

    strike Suggested Daily Power: battlebom acuity

    ARDENT POWERS When you use your ardent diSciplines , you transmit your thoughts and emotions to those around you. These sensations bleed into nearby creatures, either filling them with despair and pain or hope and vigor. Your powers are accompanied by visual signs, contained in a sudden corona oflight that swirls out from your head and flares around you. The light's color reflects your mood, with brilliant scarlet flashes representing anger; green, health and vigor; black, fear and death; and so on. When you augment your powers by spending power points, the corona intensifies.

    CLASS FEATURES You have the ardent sur8e power and either ardent outra8e or ardent alacrity, depending on your choice of Ardent Mantle.

    CHAPTER 2 I Character Classes

    Ardent Alacrity Arden! Fea!ure As you take a hit,your emotional enertlY inspires your allies. Encounter + Psionic

    No Action Close burst 5

    Trigger: You are bloodied by an attack

    Target: Each ally in burst

    Effect: Each target can use a free action either to shift 1

    square or to move half his or her speed.

    Ardent Outrage Arden! Feature As you take a hit, your aneer unbalances your foes . Encounter + Psionic No Action Close burst 5 Trigger: You are bloodied by an attack Target: Each enemy in burst Effect: Each target grants combat advantage until the start

    of your next turn.

    Ardent Surge Ardent Feature' You send a suree ofpowerfol emotion that revives afalterine ally. Encounter (Special) + Healing. Psionic

    Minor Action Close burst 5 (10 at 16th level)

    Target: You or one ally

    Effect: The target can spend a healing surge and regain

    1d6 additional hit points.

    Level 6: 2d6 additional hit points.

    Level 11: 3d6 additional hit points.

    Level 16: 4d6 additional hit pOints.

    Level 11: Sd6 additional hit points.

    Level 26: 6d6 additional hit points.

    Mantle of Clarity: The target gains a +1 bonus to all de

    fenses until the end of your next turn.

    Mantle of Elation: The target gains a +1 bonus to attack

    rolls until the end of your next turn.

    Spedal: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.

    LEVEL 1 AT-WILL DISCIPLINES

    Demoralizing Strike Ardent Attack 1 'TIle fury ofyour assault causes a suree offear in yourfoe's heart. At-Will + Augmentable, Fear, Psionic, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Charisma vs. AC

    Hit: 1 [W) + Charisma modifier damage, and the target

    takes a -2 penalty to all defenses until the end of your

    next turn.

    Augment 1

    Hit: 1 [WI + Charisma modifier damage, and the target

    takes a penalty to Will equal to 1 + your Constitution modifier until the end of your next turn.

    Augment 2

    Close burst 1

    Target: Each creature in burst

    Hit: 1 [WJ + Charisma modifier damage, and the tar

    get takes a penalty to all defenses equal to 1 + your Constitution modifier until the end of your next turn.

  • Energizing Strike Ardent Attack 1 The ener8), and emotion )'ou put into your attack flows into your ally. At-Will .. Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: l[W] + Charisma modifier damage, and one ally

    within 5 squares of you gains temporary hit points equal to one-half your level + your Charisma modifier.

    Augment 1 (Healing) Hit: 1[W] + Charisma modifier damage, and one dying ally

    within 5 squares of you regains hit points equal to your Charisma modifier.

    Augment 2 (Healing) Hit: l[WJ + Charisma modifier damage, and you or one

    ally within 5 squares of you can spend a healing surge.

    Focusing Strike Ardent Attack 1 You attack yourfoe with calm and clarity of mind, extendin8 that clarity to 8ive a nearby ally a chance to clear a lin8crin8 e..(fecl. At-Will .. Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[WI + Charisma modifier damage, and you or one

    ally within 5 squares of you can make a saving throw. Augment 1

    Hit: As above, and if the saving throw is against a charm or a fear effect, it gains a power bonus equal to your Wisdom modifier.

    Augment 2 Hit: l[W] + Charisma modifier damage, and you and

    each ally within 5 squares of you can make a saving

    throw.

    Ire Strike Ardent Attack 1 You feel an8er risinn within you, and you empower a nearby al~' to strike. At-Will .. Augmentable, Psionic Standard Action Melee 1 Target: One enemy Effect: One ally adjacent to you can make a melee basic

    attack against the target as a free action. If the attack hits, the target has vulnerable 1 to all damage until the end of your next turn.

    Augment 1 Effect: As above, but the vulnerability is only to psychic

    damage and equals 1 + your Charisma modifier. Augment 2

    Effect: One ally within 5 squares of you can use a free action to shift to a square adjacent to the target and then make a melee basic attack against it. If the attack hits, it deals 1 dB extra damage to the target, and the target has vulnerability to all damage equal to 1 + your Charisma modifier until the end of your next turn.

    Psionic Shield Ardent Attack 1 IZ

    As you strikeYOllr foe, you motivate a nearby ally with a calm w determination to defend himselfor herself. Q

    ex:At-Will .. Augmentable, Psionic, Weapon ~ Standard Action Melee weapon

    Target: One creature

    Attack: Charisma vs. AC

    Hit: 1[WI + Charisma modifier damage, and one ally

    within 5 squares of you gains a +1 power bonus to all

    defenses until the end of your next turn.

    Augment 1

    Hit: 1[WI + Charisma modifier damage, and one ally

    within 5 squares of you gains a power bonus to Will equal to your Wisdom modifier until the end of your next turn.

    Augment 2 Hit: l[W] + Charisma modifier damage, and each ally

    within 5 squares of you gains a +1 power bonus to all

    defenses until the end of your next turn.

    LEVEL 1 DAILY DISCIPLINES

    Adrenaline Strike Ardent Attack 1

    Your allies feel a rush ofemotion with each blow they land.

    Daily" Psionic, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Charisma vs. AC

    Hit: l[WJ + Charisma modifier damage.

    Miss: Half damage.

    Effect: Until the end of the encounter, whenever you or

    any of your allies hits the target, the character who made the attack can shift 1 square as a free action.

    Battleborn Acuity Ardent Attack 1 You shine like a beacon,linhtinn tlte way to victory. Daily" Psionic, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Charisma vs. AC

    Hit: l[W] + Charisma modifier damage.

    Miss: Half damage.

    Effect: Until the end of your next turn, your allies gain both

    a +1 power bonus to attack rolls and a power bonus to

    damage rolls equal to your Constitution modifier while

    they are adjacent to you.

    Sustain Minor: The effect persists.

    Implanted Suggestion Ardent Attack 1

    You compel your enemy to open itself to attack.

    Daily .. Charm, Psionic, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Charisma vs. Will

    Hit: l[W] + Charisma modifier damage, and the target is

    dazed (save ends)_

    Miss: Half damage.

    Effect: The target is affected by your suggestion (save

    ends)_ Until the suggestion ends, whenever the target makes an attack, one ally adjacent to the target can make a melee basic attack against it as a free action after the target's attack is resolved.

    CHAPTER 2 I Character Classes

  • Mental Turmoil Ardent Attack 1 You transform your opponent's frustration about its own mistakes into your allies' elation. Daily + Psionic, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Charisma vs. AC

    Hit: 2[WI + Charisma modifier damage, and the target

    takes a penalty to attack rolls equal to your Wisdom modifier (save ends).

    Miss: Half damage, and the target takes a penalty to attack rolls equal to half your Wisdom modifier (save ends).

    Effect: Until the end of the encounter, whenever the target misses with a melee attack, you or one ally adjacent to you gains temporary hit points equal to 5 + one-half your level.

    Wormhole Plunge Ardent Attack 1 Your foe falls throuiJh a hole in space and appears som e distance away from you. Daily + Psionic, Teleportation, Weapon, Zone

    Standard Action Melee weapon

    Target: One creature

    Attack: Charisma vs. AC

    Hit: 1[WI + Charisma modifier damage.

    Miss: Half damage.

    Effect: You teleport the target a number of squares equal

    to your Wisdom modifier, and then one ally adjacent to the target can make a melee basic attack against it as a free action.

    The attack creates a zone in the space that the target vacated. The zone lasts until the end of your next turn. Any creature that starts its turn within 3 squares of the zone is pulled 1 square toward it or into it. As a free action, you can teleport a creature within the zone 3 squares.

    LEVEL 2 UTILITY DISCIPLINES Bend Space Ardent Utility 2 You dose the distance between an ally and an enemy. Encounter + Psionic

    Minor Action Ranged 5

    Target: One ally

    Effect: Until the end of your next turn, the target's reach

    increases by 1, and the target adds your Wisdom modifier to the range of his or her ranged powers.

    Dimension Swap Ardent Utility 2 You fold the space between yourselfand an all)( Encounter + Psionic, Teleportation

    Move Action Close burst 5

    Target: One ally in burst

    Effect: You teleport yourself and the target, swapping

    positions.

    You convince an ally that the wounds he or she suffers are not as bad as they seem. Daily + Psionic

    Minor Action Ranged 5

    Target: You or one ally

    Effect: The target gains temporary hit points equal to his

    or her healing surge value.

    C H A P TER 2 I Character Cla s s e s

    Psionic Conduit Ardent Utility 1 You lend pSionic power to an ally In need. Encounter + Psionic Minor Action Melee touch

    Target: One ally

    Effect: You transfer 1 or 2 power points to the target.

    Wellspring of Vigor Ardent Utility 2 By shuttiniJ down his or her ability to feel pain, you ensure that your ally can keep 80in8 when others lIIiiJhtfalter. Daily + Psionic Minor Action Melee touch Target: You or one ally Effect: Until the end of the encounter, whenever the target

    starts his or her turn and is not bloodied, he or she gains temporary hit points equal to 1 + your Constitution modifier.

    LEVEL 3 AT-WILL DISCIPLINES

    Distracting Strike Ardent Attack 3 With (I sava8e strike, you wrench your enemy's attention f rom an ally. At-Will + Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W) + Charisma modifier damage, and either you or

    an ally adjacent to the target marks it until the end of

    your next turn.

    Augment 1

    Effect: The marked condition ends on allies adjacent to

    you, who can each shift 1 square as a free action.

    Augment 2

    Close burst 1

    Target: Each enemy in burst

    Impatient Strike Ardent Attack 3 You cannot contain yourself-you must close at once! At-Will + Augmentable, Psionic, Weapon Standard Action Melee weapon Effect: Before the attack, you shift 1 square. Target: One creature Attack: Charisma vs. AC Hit: 1[WI + Charisma modifier damage. One ally adjacent

    to the target gains a +2 power bonus to damage rolls against it until the start of your next turn.

    Augment 1 Hit: As above, and each ally adjacent to you can stand up

    as a free action. Augment 2

    Hit: 2[W) + Charisma modifier damage. Until the end of your next turn, allies gain a power bonus to damage rolls equal to your Constitution modifier while they are adjacent to you.

  • rz LIJ o a::

    Prescient Strike I\,tI('lll I\1t.1l k j You let your weapon serve as warninn to your comrade. AtWiII Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Primary Attack: Charisma vs. AC Hit: 1[WI + Charisma modifier damage. When the target attacks you or an ally adjacent to you during its next turn, you can make the following secondary attack against it as an immediate interrupt. Secondary Attack: Charisma vs. Will Hit: The target takes a penalty to its attack roll equal to your Wisdom modifier.

    Augment 1 Hit: As above, but you can make the secondary attack only if the target attacks your or the ally's Will. You gain a bonus to the secondary attack roll equal to your Wisdom modifier.

    Augment 2 Hit: 2[W] + Charisma modifier damage. When the target attacks you or an ally you can see during its next turn, you can make the following secondary attack against it as an immediate interrupt, with a bonus to the secondary attack roll equal to your Wisdom modifier.

    Unnerving Shove Ardent I\lt.l(k j You lash the enemy's mind and body with your attack. AtWiII Augmentable, Fear, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. Fortitude Hit: 1[WI + Charisma modifier damage, and you push the target a number of squares equal to your Constitution modifier. .

    Augment 1 Hit: 1[WI + Charisma modifier damage, and if the target is dazed , you push it a number of squares equal to 2 + your Constitution modifier.

    Augment 2 Hit: 2[w1 + Charisma modifier damage, and you push the target a number of squares equal to 1 + your Constitution modifier. In addition, the target grants combat advantage to your allies adjacent to it at the end of the push.

    LEVEL 5 DAILY DISCIPLINES Empowered Arsenal Arde nt Attack 5 Violet enerBY shimmers around you, lendinn psionic power to your allies' attacks. Daily. Psionic, Weapon, Zone Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W) + Charisma mo